My sister got this game when i was 12 and i loved this game. Its my favorite. I got it for my birthday a couple of years ago and i have developed a coop mode where the board is moved in between turns by dice throws.
Great variants to the original game. I love that both games could be played with variable no of goal cards and played either competitively or cooperatively if you wish.
But especially, the fact that all players seek the same magic ingredients keeps all players involved in the game during the other players' turns. For example, if the next ingredient is not reachable, a player can mess the labyrinth in order to make it harder for the next player to acquire it, hoping that it will still be there on his next turn, which is impossible in the original game. In the original Labyrinth, since no one knows what objects each player is seeking, no one cares what happens during the other players' turns. I often had young kids getting bored waiting for their next turn. Here, there is a suspense! I absolutely love this one. I have been playing it since it came out. I collect all Labyrinths (Original 1992 edition, Harry Potter, Glow in the Dark, Das Zukunftslabyrinth, Secret Labyrinth (circular), the one with the green dragon, the one with the hedges, the Card game... I even have the Electronic one!) but this one is THE best.
I had never played Labyrinth. I bought the Ocean themed one because I loved that theme more. It is a pretty cool game, would've been cool to play when I was younger. It also influenced me to make a game similar to it but with a bit more complexity to it. I love that you go over games, despite their age range, difficulty, etc.
Never played Master Labyrinth, but have played the regular version - one of the first family games we got. It's underrated - brilliant little game. I've always liked games with maps that change during the game (Forbidden Island/Desert, Survive!, The Island of El Dorado), but in Labyrinth, players are controlling the shifting map to achieve a goal, and that's just really neat. I would like to see this mechanism used in the context of a more complex game. Games like Tapestry or Feast for Odin have these side areas involving placing polyominoes... what about a game of that depth with a side area for shifting a map around Labyrinth-style? I think that could be really cool. As for magic wands in games... there are asymmetric powers in Armadora where each fantasy faction (wizard, elf, etc.) has 1-2 tokens they can spend to take a rule-breaking move. The game is area-control where you place face down tokens of various values and add up the totals later. The mage can spend a token to peek at one of an opponent's face down tiles, which is powerful, but choosing when to do this and in what area is an interesting choice. One of the Istanbul expansions (Letters & Seals) allows you to turn in tokens to take a second action. And of course there's the classic Get Out Of Jail Free card!
I had the same game growing up and it really compares to many modern hobby board games although it came out some decades ago. Sad that it's not readily available at my store as I don't think Ravensburger still prints Master Labyrinth but I always thought it was a great game.
In Scoville, each player gets 3 tokens that are each worth 4 points at the end of the game if they are not used. Each one gives a special exception to one rule: An extra move, an extra plant, and the opportunity to double back on your path (normally not allowed). You can even combine multiple of these tokens on the same turn if you're confident it's going to be more than an 8-12 point swing. I like that you have to remember to not just look at how it will help you, but if it will help you more than the 4 points you're giving up. Sometimes it's a bit of a gamble! This also reminds me of the stations in Ticket to Ride: Europe.
Cool, you can consider (think about) something similar to the "magic wand" mechanism applied for a Tapestry future expansion, something like: "each player starts with 3 magic wands (for Tapestry, this can result as small tapestry cards or anything else to replace the magic wand itself physically); At the end of each income phase, the player may choose to spend the magic wand/card to copy a civ. ability from his neighbors for that 1 time." This would add more positive player interaction in the game. (maybe reward somehow the other player as well) || or even better: the player may choose to spend that magic wand during income phase to "steal" one of his neighbors civ ability instead of using his own. So he would not play 2 civ abilities during 1 income phase. It may be fun!
Question: Lets say if I make a move and make path to pick up #5 token and apparantly #6 token also alligns, can I pick up both #5 and #6 in a single turn?
My sister got this game when i was 12 and i loved this game. Its my favorite. I got it for my birthday a couple of years ago and i have developed a coop mode where the board is moved in between turns by dice throws.
Great variants to the original game. I love that both games could be played with variable no of goal cards and played either competitively or cooperatively if you wish.
But especially, the fact that all players seek the same magic ingredients keeps all players involved in the game during the other players' turns. For example, if the next ingredient is not reachable, a player can mess the labyrinth in order to make it harder for the next player to acquire it, hoping that it will still be there on his next turn, which is impossible in the original game. In the original Labyrinth, since no one knows what objects each player is seeking, no one cares what happens during the other players' turns. I often had young kids getting bored waiting for their next turn. Here, there is a suspense! I absolutely love this one. I have been playing it since it came out. I collect all Labyrinths (Original 1992 edition, Harry Potter, Glow in the Dark, Das Zukunftslabyrinth, Secret Labyrinth (circular), the one with the green dragon, the one with the hedges, the Card game... I even have the Electronic one!) but this one is THE best.
That's a keen observation!
I had never played Labyrinth. I bought the Ocean themed one because I loved that theme more. It is a pretty cool game, would've been cool to play when I was younger. It also influenced me to make a game similar to it but with a bit more complexity to it. I love that you go over games, despite their age range, difficulty, etc.
Never played Master Labyrinth, but have played the regular version - one of the first family games we got. It's underrated - brilliant little game. I've always liked games with maps that change during the game (Forbidden Island/Desert, Survive!, The Island of El Dorado), but in Labyrinth, players are controlling the shifting map to achieve a goal, and that's just really neat. I would like to see this mechanism used in the context of a more complex game. Games like Tapestry or Feast for Odin have these side areas involving placing polyominoes... what about a game of that depth with a side area for shifting a map around Labyrinth-style? I think that could be really cool.
As for magic wands in games... there are asymmetric powers in Armadora where each fantasy faction (wizard, elf, etc.) has 1-2 tokens they can spend to take a rule-breaking move. The game is area-control where you place face down tokens of various values and add up the totals later. The mage can spend a token to peek at one of an opponent's face down tiles, which is powerful, but choosing when to do this and in what area is an interesting choice. One of the Istanbul expansions (Letters & Seals) allows you to turn in tokens to take a second action. And of course there's the classic Get Out Of Jail Free card!
I had the same game growing up and it really compares to many modern hobby board games although it came out some decades ago. Sad that it's not readily available at my store as I don't think Ravensburger still prints Master Labyrinth but I always thought it was a great game.
In Scoville, each player gets 3 tokens that are each worth 4 points at the end of the game if they are not used. Each one gives a special exception to one rule: An extra move, an extra plant, and the opportunity to double back on your path (normally not allowed). You can even combine multiple of these tokens on the same turn if you're confident it's going to be more than an 8-12 point swing. I like that you have to remember to not just look at how it will help you, but if it will help you more than the 4 points you're giving up. Sometimes it's a bit of a gamble!
This also reminds me of the stations in Ticket to Ride: Europe.
Nice, I didn't even know this version of Labyrinth existed.
Cool, you can consider (think about) something similar to the "magic wand" mechanism applied for a Tapestry future expansion, something like: "each player starts with 3 magic wands (for Tapestry, this can result as small tapestry cards or anything else to replace the magic wand itself physically); At the end of each income phase, the player may choose to spend the magic wand/card to copy a civ. ability from his neighbors for that 1 time." This would add more positive player interaction in the game. (maybe reward somehow the other player as well) || or even better: the player may choose to spend that magic wand during income phase to "steal" one of his neighbors civ ability instead of using his own. So he would not play 2 civ abilities during 1 income phase. It may be fun!
Reminds me of Tzolk'in, where sometimes the starting player can move the gears by 2 ticks, skipping a turn.
Question: Lets say if I make a move and make path to pick up #5 token and apparantly #6 token also alligns, can I pick up both #5 and #6 in a single turn?
I think so, but I'm not an expert on this game.
only when you use a wand and take a second turn. you have to land on a token to pick it up.